CC:Mage-Thaumaturgy

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School of Thaumaturgy

Once a major avenue of magic, the magical arts of the School of Thaumaturgy have been divided up and separated into other schools, such as in alteration, conjuration, and mysticism. But unlike the former schools of magic, true thaumaturgy does not alter the appearance or structure of a force or object, but it can manipulate laws of magic and reality temporarily. This nuanced approach to magic not only defines a thaumaturgist, but it is also in the essence of how they produce their magic that is vital to their unique take on their school.

School of Thaumaturgy Features
Level Feature
2nd Thaumaturgical Prodigy
6th Benign Transposition
10th Aethereal Step
14th Spell Reflection

Thaumaturgical Prodigy

2nd-level School of Thaumaturgy feature

When you choose this school, you learn forgotten magic that harnesses the power of the laws of reality. A thaumaturgical spell requires you to spend focus points each time you use it.

You know the thaumaturgy cantrip. This cantrip doesn't count against your number of cantrips known. As well as you learn one thaumaturgy spell of your choice.

You learn one thaumaturgy spell of your choice at 6th, 10th, and 14th level.

Whenever you learn a new thaumaturgy spell, you can also replace one thaumaturgy spell that you already know with a different thaumaturgical spell.

Casting Thaumaturgical Spells. Some thaumaturgy options allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 6th level in this class, you can spend additional focus points to increase the level of a thaumaturgy spell that you cast, provided that the spell has an enhanced effect at a higher level, as charm person does. The spell's level increases by 1 for each additional focus point you spend. For example, if you are a 6th-level mage and use Charm to cast charm person, you can spend 3 focus points to cast it as a 2nd-level spell (the thaumaturgy spell's base cost of 2 focus points plus 1).

The maximum number of focus points you can spend to cast a spell in this way (including its base focus point cost and any additional focus points you spend to increase its level) is determined by your mage level, as shown in the Spells and Focus Points table.

Spells and Focus Points
Mage Levels Maximum Focus Points for a Spell
6th-9th 3 (Up to 2nd level)
10th-13th 4 (Up to 3rd level)
14th-17th 5 (Up to 4th level)
18th-20th 6 (Up to 5th level)

Benign Transposition

6th-level School of Thaumaturgy feature

You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you can spend 2 focus points to use this feature again.

Aethereal Step

10th-level School of Thaumaturgy feature

You learn to step through the Aethereal Plane. As a bonus action on your turn, you can cast the etherealness spell with this feature, without expending magicka, but the spell ends at the end of the current turn.

Once you use this feature, you can’t use it again until you finish a short or long rest or, you can spend 2 focus points to use this feature again.

Spell Reflection

14th-level School of Thaumaturgy feature

As a reaction, you have advantage on a saving throw against a spell that targets only you (not an area). If your saving throw succeeds and the spell is of 6th level or lower, the spell has no effect on you and instead targets the caster.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Thaumaturgy Spells

The thaumaturgy spells are presented in alphabetical order. If a thaumaturgy spell requires a level, you must be that level in this class to learn the discipline.

Banish

Prerequisite: 10th Level

You can spend 4 focus points to cast banishment.

Blink

Prerequisite: 10th Level

You can spend 4 focus points to cast blink.

Buoyancy

Prerequisite: 10th Level

You can spend 4 focus points to cast water walk.

Burden

You can spend 2 focus points to cast magnify gravity (EGtW).

Charm

You can spend 2 focus points to cast charm person. At 14th level, you can spend 5 focus points to cast charm monster.

Entropy

You can spend 2 focus points to cast chaos bolt (XGtE).

Flight

Prerequisite: 10th Level

You can spend 4 focus points to cast fly.

Haste

Prerequisite: 10th Level

You can spend 4 focus points to cast haste.

Levitate

Prerequisite: 6th Level

You can spend 3 focus points to cast levitate.

Monster Summoning

Prerequisite: 14th Level

You can spend 5 focus points to cast conjure minor elementals. At 18th level, you can spend 6 focus points to cast conjure elemental.

Pacify

Prerequisite: 6th Level

You can spend 3 focus points to cast calm emotions.

Pull

You can spend 2 focus points to cast gravity sinkhole (EGtW).

Quiet Undead

As an action, you can spend 2 focus points to touch a restless undead. An undead creature must make a Willpower saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes any damage.

A pacified creature is indifferent about creatures of your choice that it is hostile toward. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.

Slow

Prerequisite: 10th Level

You can spend 4 focus points to cast slow.

Spell Shield

You can spend 2 focus points to cast shield.

Stasis

Prerequisite: 6th Level

You can spend 3 focus points to cast hold person. At 18th level, you can spend 6 focus points to cast hold monster.

Tame

You can spend 2 focus points to cast animal friendship.